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Messages - DennisJensen

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1
Hey,

It's probably because your game is depending on the FPS and the FPS drops when you are viewing your FSM real time.

If you add a force every frame and it suddenly only shows 10 frames instead of 30 frames then it causes that problem.

2
Playmaker Help / Re: Particle Collision
« on: June 21, 2018, 01:46:04 AM »
Just a note,

It only works if the hit object has a rigid body. I modified the script a bit so it works on all objects and added an FSM public variable where you put your FSM component into. If you have more than one FSM on the object this makes sense.

3
General Discussion / Re: Ground detection, going through the floor
« on: May 03, 2018, 01:36:24 AM »
@Kathar
Thank you. Since we don't use rigid body on our character it's not really viable.

At the moment I managed to get it running pretty well without issues at 30 fps, but it's something I need to test more. I extended the distance for detecting a collision and then I played around with the maximum allowed timestep. I think it's a balance between those.

Before it would happen all the time, so it's in the right direction :)

Just a heads up, we had issues with OBS causing our game to run at 30 fps, and if the player has a bad computer and sets the quality at the highest it's nice to know that it would still run, at a bad frame rate though. That's why I'm working on this issue.

4
General Discussion / Ground detection, going through the floor
« on: May 02, 2018, 01:23:22 AM »
Hi PM forum,

We are big fans of the forum and playmaker, our own game is 90% playmaker, KnightOut, which is coming to switch and PC later this year.

I have a problem which I been struggling with back and forth. I need some inputs on this. So basically we use RayCasting for our character, when he is in the air we translate him Y to give him gravity when he moves we translate in X. When we run the game it's running at 60 FPS, smooth and everything is good. However, to prevent our character from penetrating the ground we sat the maximum allowed timestep low to 0.02. He is moving every frame, and that made it possible that he couldn't penetrate the ground/floor but the issue arises when people have a bad computer or where streaming it would maybe run at 30 FPS. Since it's limited to every frame it would run in slow motion. Not great.

So by increasing our maximum allowed timestep and set our translation to fixed update, we are able to get the same speed of the character in 30 fps or 15 fps for that sake. However, we now get the problem of penetrating the ground since our character moves really fast he is able, between frames, to go undetected through the floor.

It's a problem we been having again and again and it would be great to find a proper solution. Right now our distance for ground detection is set to 0.4 which means if it's less he will be on the ground, I could make that higher and in that way minimize the issue but I have a feeling it would still happen. I also did a hard fix, that if the character goes through the ground he will pop back up, but it's not a good solution since we have floor levels as well, and he can go through those floors. At least it's not game breaking with that fix.

Cheers
/Dennis

5
Really cool ! Great work :)

6
General Discussion / Merge Building blocks
« on: February 27, 2018, 03:24:58 AM »
Hi Guys,

It's not really related to Playmaker but programming in general. We have this system where you build, in our game, and to make it look nicer we would like to merge the building blocks. We have a basic system for it at the moment, but it compares if there is blocks next to it and then merges them. It can be seen in our trailer here.

We did a mock up in maya, which shows the way we would like the mesh to behave, but if we export seperate meshes and merge them it just seems like a lot of work. Is there a simpler way to do this kind of thing? Maybe it should be voxel based or something, i dunno.



Thank you.

7
Playmaker Announcements / Re: Playmaker Game Jam
« on: February 14, 2018, 06:53:29 AM »
Great idea. I would love to join.

Also we can sponsor our package as well from 2nd Studio. If it has interest.

Link:
https://assetstore.unity.com/packages/templates/packs/2d-retro-pixel-art-platformer-pack-51070

8
Playmaker Help / Re: On Focus - U Gui Button
« on: February 07, 2018, 05:49:23 AM »
Awesome that did the trick, thank you.

9
Playmaker Help / On Focus - U Gui Button [SOLVED]
« on: February 06, 2018, 05:14:50 AM »
Hi Guys,

I been working on some Gui for our game KnightOut.

What I would like to do is when a button is focused a event happens. It does work when I click on it, and with the help from the U Gui Pointer Events script I can hover over it with the mouse and trigger the event.

However what I would like is to trigger the event when it's focused, because then it also works with a joystick and with the keyboard. You could click the button, but in this case it would work best when it's just focused, and the click would be a unnecessary extra thing.

Let me know if you have any ideas to solve this? Or if you had a similar problem.

Thank you,
/Dennis

10
Hi Jean,

I would love to help out and share with you what I found. I will just need to free some time, right now I'm really busy, but I will remember it and send you a update.

11
Action Requests / Re: Steam / Steamworks.net / Steam SDK
« on: January 12, 2018, 06:07:43 AM »
Okay,

I havn't come around to test these actions proper yet, but I will soon :) You can write me on my email or PM me here. dennis@2ndstudio.com

12
I just wanted to write my 2 cents.

We are using playmaker and porting to the switch.

We had some small initals problems, since Playmaker isn't really supported, but people are using it, and on the forums for Nintendo you will be able to find the fixes. Other than that its been pretty straight forward. There is some things that not supported in Unity as well, but all devs have to deal with that. So far it's been really easy for us to port, and a not a lot of hassle, from a playmaker point of view. So go for it guys :)

13
What happens is :
When the action is played it will set the bool on the variable to false.
Then it will do a loop and check again if false or true.
If false it will continue the loop, if it was set back to true it will reset the loop and it will set the variable to false again.

So the action is getting the bool to check if true and then if it is true it will set the variable to false and reset the loop. :)

Thank you for explaining, but I would guess the normal array get next would restart each time you run the state, however it didn't really work, it doesn't make sense to me that it runs from 1 instead of 0 the second time I run the action :O I could understand it if it didnt do anything. But who cares it works now and I kinda get what I did wrong.

14
Playmaker Help / Re: Array loops starts at 0 first time, 1 second time?
« on: December 15, 2017, 08:00:25 AM »
I actually did follow your tutorial, thank you for it, it's really good.

So I found the problem, but I don't understand why. First I was using "Array get next" then I used "Array get next 2", both gave the same problem. When I then changed the reset value to a bool and reset it after I ran my loop then it apparently works, I have no idea why  :-X

15
Playmaker Help / Re: Array loops starts at 0 first time, 1 second time?
« on: December 15, 2017, 07:25:21 AM »
So I just created a new example, where do the following:

1. Set a index int to 0
2. Run through a loop X amount of times based on array, debug by outputting the index int number (Using "Array Get Next")
3. Pressing a key to reset

And that works.

So I redid my scoreboard loop.

1. I set index to 0
2. I run through my scoreboard array using "Array get next"
3. I compare the new score to the score in my array, if it's higher then proceed.
4. If the score is higher then save the index as the placement for our new highscore. Using "Set int" PlayerSpot_I = PlayerIndex_I (PlayerIndex_I is the index variable i use in the array get next.

I don't use my PlayerIndex_I anywhere else than these three states but somehow it outputs 0 the first time you run it. and then 1 the second time even though both are new highscores.

Can it be something with the array not updating the new score that I input?

This is what happen, my score is 0, 0, 0 for top 3, I set a score at 100 and the score becomes 100, 0, 0. Then I replay the game and sets a score at 120 which then gives me 100, 120, 0 but only if I replay it from the same game scene, if I reload the game scenes it works. It's so weird.

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